Merge pull request #1904 from bunnei/better-fermi-copy
gl_rasterizer: Implement a more accurate fermi 2D copy.
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commit
1d98027a0e
7 changed files with 206 additions and 72 deletions
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@ -778,15 +778,11 @@ void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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}
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bool RasterizerOpenGL::AccelerateSurfaceCopy(const Tegra::Engines::Fermi2D::Regs::Surface& src,
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const Tegra::Engines::Fermi2D::Regs::Surface& dst) {
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const Tegra::Engines::Fermi2D::Regs::Surface& dst,
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const MathUtil::Rectangle<u32>& src_rect,
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const MathUtil::Rectangle<u32>& dst_rect) {
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MICROPROFILE_SCOPE(OpenGL_Blits);
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if (Settings::values.use_accurate_gpu_emulation) {
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// Skip the accelerated copy and perform a slow but more accurate copy
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return false;
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}
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res_cache.FermiCopySurface(src, dst);
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res_cache.FermiCopySurface(src, dst, src_rect, dst_rect);
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return true;
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}
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@ -61,7 +61,9 @@ public:
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void InvalidateRegion(VAddr addr, u64 size) override;
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void FlushAndInvalidateRegion(VAddr addr, u64 size) override;
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bool AccelerateSurfaceCopy(const Tegra::Engines::Fermi2D::Regs::Surface& src,
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const Tegra::Engines::Fermi2D::Regs::Surface& dst) override;
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const Tegra::Engines::Fermi2D::Regs::Surface& dst,
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const MathUtil::Rectangle<u32>& src_rect,
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const MathUtil::Rectangle<u32>& dst_rect) override;
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bool AccelerateDisplay(const Tegra::FramebufferConfig& config, VAddr framebuffer_addr,
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u32 pixel_stride) override;
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bool AccelerateDrawBatch(bool is_indexed) override;
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@ -437,7 +437,8 @@ void SwizzleFunc(const MortonSwizzleMode& mode, const SurfaceParams& params,
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}
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}
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static void FastCopySurface(const Surface& src_surface, const Surface& dst_surface) {
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void RasterizerCacheOpenGL::FastCopySurface(const Surface& src_surface,
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const Surface& dst_surface) {
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const auto& src_params{src_surface->GetSurfaceParams()};
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const auto& dst_params{dst_surface->GetSurfaceParams()};
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@ -447,12 +448,15 @@ static void FastCopySurface(const Surface& src_surface, const Surface& dst_surfa
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glCopyImageSubData(src_surface->Texture().handle, SurfaceTargetToGL(src_params.target), 0, 0, 0,
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0, dst_surface->Texture().handle, SurfaceTargetToGL(dst_params.target), 0, 0,
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0, 0, width, height, 1);
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dst_surface->MarkAsModified(true, *this);
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}
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MICROPROFILE_DEFINE(OpenGL_CopySurface, "OpenGL", "CopySurface", MP_RGB(128, 192, 64));
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static void CopySurface(const Surface& src_surface, const Surface& dst_surface,
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const GLuint copy_pbo_handle, const GLenum src_attachment = 0,
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const GLenum dst_attachment = 0, const std::size_t cubemap_face = 0) {
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void RasterizerCacheOpenGL::CopySurface(const Surface& src_surface, const Surface& dst_surface,
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const GLuint copy_pbo_handle, const GLenum src_attachment,
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const GLenum dst_attachment,
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const std::size_t cubemap_face) {
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MICROPROFILE_SCOPE(OpenGL_CopySurface);
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ASSERT_MSG(dst_attachment == 0, "Unimplemented");
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@ -532,6 +536,8 @@ static void CopySurface(const Surface& src_surface, const Surface& dst_surface,
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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dst_surface->MarkAsModified(true, *this);
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}
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CachedSurface::CachedSurface(const SurfaceParams& params)
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@ -1051,26 +1057,161 @@ void RasterizerCacheOpenGL::FastLayeredCopySurface(const Surface& src_surface,
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}
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address += layer_size;
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}
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dst_surface->MarkAsModified(true, *this);
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}
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static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
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const MathUtil::Rectangle<u32>& src_rect,
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const MathUtil::Rectangle<u32>& dst_rect, GLuint read_fb_handle,
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GLuint draw_fb_handle, GLenum src_attachment = 0, GLenum dst_attachment = 0,
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std::size_t cubemap_face = 0) {
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const auto& src_params{src_surface->GetSurfaceParams()};
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const auto& dst_params{dst_surface->GetSurfaceParams()};
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OpenGLState prev_state{OpenGLState::GetCurState()};
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SCOPE_EXIT({ prev_state.Apply(); });
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OpenGLState state;
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state.draw.read_framebuffer = read_fb_handle;
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state.draw.draw_framebuffer = draw_fb_handle;
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state.Apply();
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u32 buffers{};
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if (src_params.type == SurfaceType::ColorTexture) {
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switch (src_params.target) {
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case SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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case SurfaceTarget::TextureCubemap:
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glFramebufferTexture2D(
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GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(
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GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0);
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break;
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case SurfaceTarget::Texture2DArray:
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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src_surface->Texture().handle, 0, 0);
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
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break;
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case SurfaceTarget::Texture3D:
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glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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SurfaceTargetToGL(src_params.target),
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src_surface->Texture().handle, 0, 0);
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glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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SurfaceTargetToGL(src_params.target), 0, 0, 0);
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break;
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default:
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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}
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switch (dst_params.target) {
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case SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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case SurfaceTarget::TextureCubemap:
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
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dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0);
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break;
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case SurfaceTarget::Texture2DArray:
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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dst_surface->Texture().handle, 0, 0);
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
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break;
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case SurfaceTarget::Texture3D:
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glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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SurfaceTargetToGL(dst_params.target),
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dst_surface->Texture().handle, 0, 0);
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glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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SurfaceTargetToGL(dst_params.target), 0, 0, 0);
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break;
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default:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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}
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buffers = GL_COLOR_BUFFER_BIT;
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} else if (src_params.type == SurfaceType::Depth) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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buffers = GL_DEPTH_BUFFER_BIT;
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} else if (src_params.type == SurfaceType::DepthStencil) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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dst_surface->Texture().handle, 0);
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
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dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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return true;
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}
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void RasterizerCacheOpenGL::FermiCopySurface(
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const Tegra::Engines::Fermi2D::Regs::Surface& src_config,
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const Tegra::Engines::Fermi2D::Regs::Surface& dst_config) {
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const Tegra::Engines::Fermi2D::Regs::Surface& dst_config,
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const MathUtil::Rectangle<u32>& src_rect, const MathUtil::Rectangle<u32>& dst_rect) {
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const auto& src_params = SurfaceParams::CreateForFermiCopySurface(src_config);
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const auto& dst_params = SurfaceParams::CreateForFermiCopySurface(dst_config);
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ASSERT(src_params.width == dst_params.width);
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ASSERT(src_params.height == dst_params.height);
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ASSERT(src_params.pixel_format == dst_params.pixel_format);
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ASSERT(src_params.block_height == dst_params.block_height);
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ASSERT(src_params.is_tiled == dst_params.is_tiled);
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ASSERT(src_params.depth == dst_params.depth);
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ASSERT(src_params.depth == 1); // Currently, FastCopySurface only works with 2D surfaces
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ASSERT(src_params.target == dst_params.target);
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ASSERT(src_params.rt.index == dst_params.rt.index);
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FastCopySurface(GetSurface(src_params, true), GetSurface(dst_params, false));
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auto src_surface = GetSurface(src_params, true);
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auto dst_surface = GetSurface(dst_params, true);
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BlitSurface(src_surface, dst_surface, src_rect, dst_rect, read_framebuffer.handle,
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draw_framebuffer.handle);
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dst_surface->MarkAsModified(true, *this);
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}
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void RasterizerCacheOpenGL::AccurateCopySurface(const Surface& src_surface,
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@ -423,7 +423,9 @@ public:
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/// Copies the contents of one surface to another
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void FermiCopySurface(const Tegra::Engines::Fermi2D::Regs::Surface& src_config,
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const Tegra::Engines::Fermi2D::Regs::Surface& dst_config);
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const Tegra::Engines::Fermi2D::Regs::Surface& dst_config,
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const MathUtil::Rectangle<u32>& src_rect,
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const MathUtil::Rectangle<u32>& dst_rect);
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private:
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void LoadSurface(const Surface& surface);
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@ -444,6 +446,10 @@ private:
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/// Performs a slow but accurate surface copy, flushing to RAM and reinterpreting the data
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void AccurateCopySurface(const Surface& src_surface, const Surface& dst_surface);
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void FastLayeredCopySurface(const Surface& src_surface, const Surface& dst_surface);
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void FastCopySurface(const Surface& src_surface, const Surface& dst_surface);
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void CopySurface(const Surface& src_surface, const Surface& dst_surface,
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const GLuint copy_pbo_handle, const GLenum src_attachment = 0,
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const GLenum dst_attachment = 0, const std::size_t cubemap_face = 0);
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/// The surface reserve is a "backup" cache, this is where we put unique surfaces that have
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/// previously been used. This is to prevent surfaces from being constantly created and
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